der_kluge
Adventurer
I don't use XP in my game. Unfortunately, with 3rd edition, the designers have taken it upon themselves to make use of XP as an actual game mechanic for certain spells.
My players have never gotten high enough level to cast any of these, but I wanted to formulate some house rules in order to alleviate the problem once they do arise.
So, what follows is a list of all spells (in the PHB) that require XP, and my solution for how to fix them. Instead of XP, I use action points. IMC, APs don't automatically replenish at every level, nor do the PCs lose them when they gain a new level. They are a static resource like gold pieces. I use them to reward role-playing, problem-solving, defeating powerful opponents, etc.
Atonement (500 xp) - This spell requires a quest of the recipient, and once the cleric deems the recipient has atoned for his sins, he can cast the spell. The recipient must spend 3 action points to be atoned.
Awaken (250 xp) - This spell requires a number of APs equal to the 1/2 HD of the newly awakened creature.
Commune (100 xp) - Casting this spell requires 1 AP.
Gate (1,000 xp) - In addition to the gifts and/or services that the called creature requires, the spell requires 5 APs.
Limited Wish (300 xp) - I'm thinking about just dropping the spell. It's just bland.
Miracle (5,000 xp) - See Wish.
Permanency (500 - 4,500 xp) - I've removed this spell from my game.
Planar Ally (250 xp) - In addition to the gifts and/or services that the called creature requires, the spell requires 2 APs.
Planar Ally, Greater (500 xp) - In addition to the gifts and/or services that the called creature requires, the spell requires 3 APs.
Planar Ally, Lesser (100 xp) - In addition to the gifts and/or services that the called creature requires, the spell requires 1 AP.
Restoration, Greater (500 xp) - The recipient of this spell must spend 2 APs.
Simulacrum (1,000 xp) - The spell requires 5 APs.
Vision (100 xp) - The caster must succeed on a Fortitude save with the DC being equal to the DC of the Caster Level check required by the spell. Success means the caster is fatigued. Failure means the caster is exhausted.
Miracle / Wish (5,000 xp) - Casting wish summons forth one of the following creatures (1-20), who then attempt to fulfill the wish to the best of their ability. Often, interpreting the wish in order to further their own agendas. Leprechauns tend to carry out the wish to the letter of the wish, while Angels tend to be most forgiving in their interpretations (to the caster's advantage). The being will usually always request a quest, a gift or service in exchange for casting the wish. In addition to this, the spell requires 2 APs to cast.
1-20
Angel, Planetar (LG) (1-3)
Angel, Solar (LG) (4-5)
Efreeti (LE) (6-10)
Noble Djinni (CG) (11-15)
Leprechaun (N) (16-18)
Devil Lord (LE) (19)
Demon Lord (CE) (20)
My players have never gotten high enough level to cast any of these, but I wanted to formulate some house rules in order to alleviate the problem once they do arise.
So, what follows is a list of all spells (in the PHB) that require XP, and my solution for how to fix them. Instead of XP, I use action points. IMC, APs don't automatically replenish at every level, nor do the PCs lose them when they gain a new level. They are a static resource like gold pieces. I use them to reward role-playing, problem-solving, defeating powerful opponents, etc.
Atonement (500 xp) - This spell requires a quest of the recipient, and once the cleric deems the recipient has atoned for his sins, he can cast the spell. The recipient must spend 3 action points to be atoned.
Awaken (250 xp) - This spell requires a number of APs equal to the 1/2 HD of the newly awakened creature.
Commune (100 xp) - Casting this spell requires 1 AP.
Gate (1,000 xp) - In addition to the gifts and/or services that the called creature requires, the spell requires 5 APs.
Limited Wish (300 xp) - I'm thinking about just dropping the spell. It's just bland.
Miracle (5,000 xp) - See Wish.
Permanency (500 - 4,500 xp) - I've removed this spell from my game.
Planar Ally (250 xp) - In addition to the gifts and/or services that the called creature requires, the spell requires 2 APs.
Planar Ally, Greater (500 xp) - In addition to the gifts and/or services that the called creature requires, the spell requires 3 APs.
Planar Ally, Lesser (100 xp) - In addition to the gifts and/or services that the called creature requires, the spell requires 1 AP.
Restoration, Greater (500 xp) - The recipient of this spell must spend 2 APs.
Simulacrum (1,000 xp) - The spell requires 5 APs.
Vision (100 xp) - The caster must succeed on a Fortitude save with the DC being equal to the DC of the Caster Level check required by the spell. Success means the caster is fatigued. Failure means the caster is exhausted.
Miracle / Wish (5,000 xp) - Casting wish summons forth one of the following creatures (1-20), who then attempt to fulfill the wish to the best of their ability. Often, interpreting the wish in order to further their own agendas. Leprechauns tend to carry out the wish to the letter of the wish, while Angels tend to be most forgiving in their interpretations (to the caster's advantage). The being will usually always request a quest, a gift or service in exchange for casting the wish. In addition to this, the spell requires 2 APs to cast.
1-20
Angel, Planetar (LG) (1-3)
Angel, Solar (LG) (4-5)
Efreeti (LE) (6-10)
Noble Djinni (CG) (11-15)
Leprechaun (N) (16-18)
Devil Lord (LE) (19)
Demon Lord (CE) (20)